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Everything posted by wiredgod
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Going through the arcrevo footage, there's a really neat mixup Souji does here after the missile explosion. He fakes going into the corner and then air backdashes out. Madd isn't fooled, but I would have been.
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[P4AU] Ken Amada Video Thread (Updated 09/12/2014)
wiredgod replied to VR-Raiden's topic in Ken Amada
There's some additional Kubo footage here: https://www.youtube.com/watch?v=KD-qoL_pYhY&list=UUigXphTRJdzpFoStm13_VPA&t=0m37s https://www.youtube.com/watch?v=KD-qoL_pYhY&list=UUigXphTRJdzpFoStm13_VPA&t=25m17s www.youtube.com/watch?v=3bMVkU_sf6M&list=UUigXphTRJdzpFoStm13_VPA&t=21m41s -
This is a nice pinwheel into rage drink combo courtesy of the one and only ArcRevo winner: https://www.youtube.com/watch?v=345sFokmpJQ&list=UUigXphTRJdzpFoStm13_VPA&t=4m13s Also notice the nice distraction he made to set the trap.
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This is a nice setup. The 2B is definitely the bread and butter of the tech tricks. I actually came up with another one because I wasn't confident I could do the new FC 2C combos during tournament this last week. Do FC 2C, j.A, j.C, land then 2B into whatever. They'll expect a big combo, but instead get tech trapped.
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One thing I really like to do with this character is throw out a j.C, let them air tech, run under them and 2B. That isn't particularly insightful, but one mixup you can add to this is to actually run under them to the other side. They'll get confused when they land and you can throw them towards the corner. If you know the player is the kind that mashes DP all day you can just bait the DP.
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There are a few ways an opponent will try beat your iad crossup j.B. One is by rolling and the other is by air grab. There's a simple way to beat both of them and keep the threat of that mixup real. To beat roll, hit 9 (or 7) to fake the iad, then air backdash j.A. You'll hit them in recover frames of their roll. To beat air grab, hit 9 (or 7) and then j.2C to fatal counter their grab attempt.
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When you're ending corner combo with 214B, you want to be as low to the ground as possible to increase consistency. Wait until the last second to do 2B and only do one j.A into teddiescrew > missile.
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I can't think of any instance in which you'd want to end the combo with 214B without the missile. Puppetteddie B has too much recovery on its own.
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I actually don't know what a character based skype group is for or how it works. What would it provide that the forums don't have here? Could someone fill me in? Also, we need to start filling in character forums. I asked Rath if he or someone else could set these up for us. Edit: I'm going to start making some of the character MU threads once the old ones get archived.
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I really don't recommend starting off with a shadow character right off the bat. Learn the non-shadow version of the character first, then start working on shadow rampage combos once you feel you have neutral and confirms down.
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I've been able to pull this off a few times, but other times the opponent keeps teching after the j.C. Any thoughts on where my timing is off?
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If you can anticipate the buckets, you can super jump into them blocking and you'll be trapped in the air blocking buckets out of the range of the Teddie circus. If you are forced to choose between the buckets and the circus, pick the buckets. The circus does too much damage.
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These both worked in P4A and they also work in this one too: FC 2C into corner carry: 2C FC> 5B> 236D > 236236D> 236D, 5B > sjc > j.C > j.B >j.A > 5B > 5C > 2B > j.A > j.236A > j.236236D > j.214B; 6502 dmg; -100SP, +23SP FC SB TV: 236C+D, 236C > j.A > dj.A > dj.B > dj.A > dj.C > land > dash, j.A > dj.A > dj.236A > dj.236236C 3800dmg -75SP, +12SP
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I want to get some thoughts down I've had on corner pressure. Lets say you finish a combo with j.B (or sweep) into j.C to freeze them in the corner on wakeup. You run up to them to continue pressure. Here are your options. 1) Throw: I think this is your strongest option as it does the most damage and keeps them in the corner either if it connects or if it techs. Beats rolls, a blocking opponent, and sometimes mashing 2) j.B: Do this to beat throw tech. You get a counter hit combo in the corner 3) iad back j.C: this beats DP for a lot of characters. Other characters have DPs that can catch you. Will need to lab this 4) AoA: - I don't like this option since it doesn't crossup in the corner and its very reactable. A few items can push the opponent near you if they're thrown of the screen, but that's situational 5) 2B: - In case they jump. This beats the option select mentioned here. You can backdash cancel it on block, but it will whiff on a crouching opponent unless you're really close. This gives them a few extra frames to DP 6) item drop: - A gutsy call b/c of the startup frames, but allows powerful setups. Some items might also be able to beat the option select linked above such as firework or ice, but will need to lab this. This option is better if you do j.B and don't go for the j.C. 7) 2A: - 2A into microdash grab can be effective
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New Shadow Teddie Combo video: https://www.youtube.com/watch?v=K5g0XeBFomY&list=UUyV9c57z3v5Ot5d4PklDxeA
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I do the same thing sometimes. It's just a case of screwing up inputs. Make the best of it if happens. Sometimes new setups are found on accident.
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You can hold D down to make the persona projectile invulnerable. Also the bat is a good tool to punish them hitting ht persona. On item setups, just initial ideas: - Hopping robot: offhand I don't see a lot of synergy with other items. You can use it to make unsafe things safe and create crossup opportunities - Bike Key: This is extremely strong on its own. They're going to try to jump it so run up 2B. If you whiff and they try to hit you, they get hit by the bike - Samurai robot: AoA was mentioned. Works well with vanish ball, hiding its movement and rage drink / mystery food X. - Stereo: I see the most creative setups for this item. Drop it in the corner off j.B oki. Cycle through the next two items, thunder drum and then buckets while they're in blockstun. Buckets in the corner is great, nuff said. If stereo hits for whatever reason, they'll get thunder drummed and then maybe confused. Bait DP hard and look for them to get out before the stereo goes off by jumping (use 2B or 2C) or by rolling, which you can punish with a throw. Stereo also is going to work well with rage drink if you can cycle through enough items - electric drum and buckets on an enraged opponent in the corner is pretty godlike.
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They made this combo harder in this version. Try doing this combo a little closer to the corner as that part of the combo gets harder the further away you are. You can pull it off further and further away as you feel more comfortable with it.
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I haven't had any problems with inputs in this game playing on stick. In the cases when I have screwed up a 236236, its either b/c I missed a 3 or missed a 6
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Combo courtesy of brkrdave: FC 236C+D> 236C > j.A > j.236B >OMB > 5B > sj.C > j.B > j.A > 5B > 5C > 2B > j.A > j.236A > j.236236]D[ > 2A+B >[D] > 214214B Pretty much its an abridged SB television combo bursted into optimal corner combo. Does 7.5k apparently
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I'm finding 2A to be more useful in this new Persona version. Specifically when some characters (thinking Yosuke) run right at you to get into their 5A range, you can pre-empt them with this kind of as a "stay out" move with less recovery than your other tools. In some cases I've even knocked people out of jumping attacks with 2A. I'm not sure if this is just me or the people I'm playing against, but it seems better. Any other experiences?
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I'm having trouble with the timing on the first one, specifically the timing of the j.A > j.B > j.A so that you can tk Teddie Screw. If there is footage of these combos anywhere, that would be really helpful.
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If you go to training mode and lock the item under character specific settings, you can use naniga deru to throw out 3 of the same item. With the SB version you can throw out 2 sets of two items for up to four of the same item. You can't do this outside training mode, except for super situational item configurations with the SB version. Try telling people you found super secret Teddie tech and show them this and see how long it takes them to figure it out. I'm really tempted to make a combo video.
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Shadow Labrys is scary in awakening (more than Liz) and Titanomachia arguably pushes her up a whole tier. An ability to make a comeback does mean something, but his limited neutral game is going to keep him out of top tier status. Just saying he looks stronger than I anticipated when I first played him
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By no means do I think Adachi is high tier, but he is scary when he gets in awakening. See for yourself: https://www.youtube.com/watch?v=o6Fjp5nMZt0